@@ -32,10 +32,10 @@ Note that a Graphiclist type also exists, which can be assigned to an Entity and

Collision works largely the same, except has also been improved using a component system similar to graphics. All Entity objects still use a Hitbox rectangle as their default collision bounds, but you can assign a specialized Mask to an Entity for more advanced collision. For example, you can assign it a Pixelmask type for pixel-perfect collision, or a Grid type to determine a large area of solid/nonsolid grid cells. This latter type works well in combination with the Tilemap graphic type, allowing a single Entity object to possibly handle an entire scene’s collision and rendering. Using a single Grid mask for collision is significantly faster than using a bunch of invisible Entity objects’ hitboxes.

###TWEENING

-One of FlashPunk’s more specific and powerful features are the new Tween classes. All Entities and Worlds can have any amount of Tweens added to it. Currently the Tweens are divided into 3 categories: motion, sound, and miscellaneous tweens. Motion tweens provide you with a powerful set of objects useful for planned motion. For example, if I wanted an Entity to move from one point to another, I could assign it a LinearMotion tween and have its position sync with that tween’s x and y position when it updates (an Entity’s tweens are updated immediately before the Entity’s update() function itself is called). Classes for curved (quadratic and cubic bezier), paths (linear paths and quadtratic paths), and circular motion are also provided. Tweens can be made even more effective when combined with Easing functions, allowing smooth transitions and other functionality.

+One of FlashPunk’s more specific and powerful features are the new Tween classes. All Entities and Worlds can have any amount of Tweens added to it. Currently the Tweens are divided into 3 categories: motion, sound, and miscellaneous tweens. Motion tweens provide you with a powerful set of objects useful for planned motion. For example, if I wanted an Entity to move from one point to another, I could assign it a LinearMotion tween and have its position sync with that tween’s x and y position when it updates (an Entity’s tweens are updated immediately before the Entity’s update() function itself is called). Classes for curved (quadratic and cubic bezier), paths (linear paths and quadratic paths), and circular motion are also provided. Tweens can be made even more effective when combined with Easing functions, allowing smooth transitions and other functionality.

###DEBUGGING

FlashPunk now has a console which lets you view lots of useful information in real-time, such as FPS, frame timing info, Entity count, and user-logged information. The user can select Entities and move them around while the console is paused, pan the camera, and also view user-specified properties for each Entity in the debug panel.

###AND MORE...

-There are also many other various changes and improvements across the board, all which I cannot list off the top of my head. Suffice to say, version 0.87 has a total of 16 different classes, and the new version has over 40. FlashPunk is still simple to use and prototype in, but with version 1.0 onward, I aim to make it not only effectively simple and fast, but contain powerful and efficent internal systems for those who know how to use them.

+There are also many other various changes and improvements across the board, all which I cannot list off the top of my head. Suffice to say, version 0.87 has a total of 16 different classes, and the new version has over 40. FlashPunk is still simple to use and prototype in, but with version 1.0 onward, I aim to make it not only effectively simple and fast, but contain powerful and efficient internal systems for those who know how to use them.